![]() Why? Well, medicine allows a brigade that has lost men to recover a percentage of those men (they don’t go into manpower, they go directly back into said brigade automatically) and the equipment they hold, as well as their veterancy. ![]() ![]() Medicine: Important, particularly in late-game, but not so much in the early game. A good way to get some is to pick the “Artillery” option for your general’s initial skill set. ![]() Please have a few points here to spare them, but it isn’t a priority stat to increase. It’s one of those skills necessary for the maintenance of veteran brigades with high-cost weapons, but at the same time, a lot of those weapons you can get by capturing them. It’s important to note that a general with maxed out politics probably acquires more men than one with maxed medicine, mainly because it isn’t reliant on the number of men lost.Įconomy: Important. It gives money and manpower, allowing one to recover losses, and the reputation points can be spent on manpower, money, generals, or weapons. While they might not be able to equip them all or train them with the best weapons, politics’ greatest value gives flexibility. When maxed out early, politics allows a player to build a larger army fast. I max this skill out first, with some to army organization when possible. Politics: Hands down the most important skill in a general’s arsenal. General Skills (How to Distribute Career Points)
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